Quartons were the third highest rank of hierarch modrons.[3]
Description[]
Quartons were very tall humanoids, with a height of 12 ft (3.7 m). From their back grew two large wings that resembled fans. They had four arms with multiple joints.[1]
Combat[]
If forced into combat, quartons used a combination of innate abilities, spells, tail and their fists.
Abilities[]
Like all hierarch modrons, quartons had the innate ability to duplicate the effects of clairaudience, clairvoyance, command, dimension door, teleport without error, and wall of force spells at will.[4] Quartons were able to cast arcane spells as well as divine spells from the Law, Protection and War domains. Quartons were immune to all effects that influenced the mind, all psionic-based attacks and had a resistance to acid, cold and fire.[1]
Society[]
There were exactly sixteen quartons in modron society, each overseeing the operation of the bureaus, sector governors, and army units attached to their region.[3]
Each quarton had a personal staff of these hierarchs attached to his staff, plus thirty-six pentadrones who acted as a guard unit.[3]
Ecology[]
Quartons were able to communicate telepathically with any sentient creature within 405 mi (652 km) and could see in darkvision up to 60 ft (18 m).
Appendix[]
Appearances[]
- Adventures
- The Great Modron March
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Web Enhancement for Manual of the Planes 3rd edition. Wizards of the Coast. pp. 14–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
- ↑ 2.0 2.1 David "Zeb" Cook (1994). Planescape Campaign Setting, Monstrous Supplement. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
- ↑ 3.0 3.1 3.2 3.3 Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 90. ISBN 0-88038-031-4.
- ↑ Monte Cook, Colin McComb (1997-10-28). The Great Modron March. Edited by Michele Carter. (TSR, Inc.), p. 126. ISBN 0-7869-0648-0.